mercoledì 25 marzo 2026

Mythic Dragon Mystery

This is an addition to the Mythic Mystery (Power) Mythic class feature for oracles from the Mythic Hero’s Handbook.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Mythic Dragon Mystery


Dragon Resistances: The oracle may spend a point of mythic power to grant either an energy resistance or natural armor bonus equal to those granted by the revelation to an ally for 8 hours.


Dragon Senses: The oracle adds 60 ft. to her darkvision or blindsense range. At 15th level, she gains blindsight with a range of 30 ft. If the oracle already has blindsight, she instead increases its range by 30 ft.


Presence of Dragons: A creature failing its saving throw is frightened rather than shaken.


Tail Swipe: The oracle’s tail becomes a full-fledged secondary natural weapon, granting her an additional attack per round. The oracle suffers a -5 penalty on attack rolls with her tail, but adds 1-½ her Strength bonus to the damage dealt with it.


Final Revelation: All spells that the oracle casts with an energy descriptor matching her energy type are modified by Flaring Spell (fire or electricity), Rime Spell (cold), or Toxic Spell (acid). This doesn’t increase the spells’ level or casting time.

domenica 22 marzo 2026

New Drake Powers, Part 4

End of this miniseries!

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Salt Breath (Su): The drake gains a salt breath weapon. It functions as the breath weapon power and can be improved with the improved breath weapon and greater breath weapon powers, but only deals half of the listed damage. This is slashing damage. In addition, the salt crystals absorb bodily fluids, dealing 1 point of Constitution damage to living targets. To select salt breath, a drake must have the earth or water subtype and must not have the breath weapon power.


Savage Bite (Ex): The drake applies 1-½ times its Strength bonus to damage dealt with its bite attack, and it threatens a critical hit on a 19-20.


Shadow Blend (Su): The drake can disappear into the shadows when in conditions of illumination other than bright light, gaining concealment (20% miss chance). It can resume or suspend this ability as a free action.


Skilled Hands (Ex): The drake’s front limbs are nimble enough to manipulate and wield items (but not weapons).


Snow Vision (Ex): The drake can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow. To select snow vision, a drake must have the cold subtype.


Speed (Ex): The drake increases one of its speeds by 10 feet. This power can be selected more than once.


Spell-Like Ability (Sp): The drake gains one 1st-level spell as a spell-like ability that can be used once per day. This power can be selected more than once. To select spell-like ability, the drake’s charge must be at least 7th level.


Spell-Like Ability, Greater (Sp): Either the drake can use one of his 1st- or 2nd-level spell-like abilities three times per day, or gains one 3rd-level spell as a spell-like ability that can be used once per day. To select greater spell-like ability, the drake must have the spell-like ability and improved spell-like ability powers and its charge must be at least 15th level.


Spell-Like Ability, Improved (Sp): Either the drake can use one of his 1st-level spell-like abilities three times per day, or gains one 2nd-level spell as a spell-like ability that can be used once per day. This power can be selected more than once. To select improved spell-like ability, the drake must have the spell-like ability power and its charge must be at least 11th level.


Spell Resistance, Lesser (Su): The drake gains spell resistance equal to its CR +6. To select lesser spell resistance, the drake’s charge must be at least 7th level.


Spell Resistance, Greater (Su): The drake’s spell resistance increases to its CR +11. To select greater spell resistance, the drake must have the lesser spell resistance power and its charge must be at least 15th level.


Tremorsense (Ex): The drake gains tremorsense in a 30 ft. radius. The drake is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. If the drake has the amphibious power, it can also sense the location of creatures moving through water. To select tremorsense, the drake must not have the earth subtype.


Wing Buffet (Ex): The drake gains two secondary wing attacks that deal damage according to its size. To select wing buffet, the drake must have the claws, glide, and flight powers and its charge must be at least 15th level. 


Woodland Stride (Ex): The drake can move through any sort of foliage at full speed without taking damage or suffering impairment. Areas of foliage that have been magically manipulated affect it normally.

sabato 21 marzo 2026

New Drake Powers, Part 3

Magma Shake to Psychic Magic…

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Magma Shake (Ex): Whenever the drake exits from being submerged in molten rock (either magma or lava), on the next round as a full-round action, it can shake its body, flicking a fine spray of scalding molten rock in every direction. All creatures within a 30-foot radius of the drake take 5d6 points of fire damage from the shower of scalding rock; a successful Reflex save (DC = 10 + ½ the drake’s Hit Dice + its Dex modifier) halves the damage. Performing a magma shake clears the drake’s scales of all excess molten rock and it must resubmerge itself in order to use this attack again. To select magma shake, a drake must have the fire subtype, the burrow and improved burrow powers, and its charge must be at least 11th level.


Misty Camouflage (Ex): The drake can use Stealth to hide whenever it is in or adjacent to an area of mist, even while being observed. To select misty camouflage, the drake must have the air subtype.


Necromantic Immunity (Su): The drake becomes immune to curse effects, energy drain, and negative energy. 


Nimbus of Stars (Su): The drake has a continual supply of tiny motes surrounding its body. Any non-blind creatures within 10 ft. of the drake must make a Fortitude save (DC = 10 + ½ the drake’s HD + its Constitution modifier) or become dazed. Those who succeed are still dazzled by the nimbus. These effects last while the creature is within the aura and an additional round after the creature leaves. To select nimbus of stars, the drake’s charge must be at least 15th level.


Poison (Ex): The drake’s tail attack is replaced by a sting attack that delivers damage according to its size plus poison.

Sting—injury; save Fort (DC = 10 + ½ the drake’s HD + its Constitution modifier); frequency 1/round for 6 rounds; effect 1 Strength damage; cure 1 save.

When the drake reaches 4 hit dice, the poison deals 1 Strength point of damage and 1 Dexterity point of damage; at 7 hit dice, it deals 1d2 points of both Strength and Dexterity damage.


Pounce (Ex): When the drake makes a charge, it can make a full attack.


Predatory Grab (Ex): The drake moves at full speed when it chooses the move option after maintaining a grapple, though it can’t carry the grappled creature aloft. The drake can spend one use of its speed surge to move a grappled creature in this way without requiring a check to maintain the grapple. To select predatory grab, a drake must have the speed surge power. 


Prehensile Tail (Ex): The drake’s tail is long and flexible enough to be used to carry or manipulate items, as if it were a third hand. To select prehensile tail, the drake must have the skilled hands power.


Psychic Magic (Sp): The drake gains the psychic magic universal monster ability. It gains a number of psychic energy (PE) points equal to its Hit Dice -2, and its caster level is equal to its Hit Dice. The drake can select a number of spell levels to cast as psychic magic equal to ½ its Hit Dice; casting each spell costs 1 psychic energy point for spell level. 

mercoledì 18 marzo 2026

New Drake Powers, Part 2

 Energy Immunity to Magic Item Slot.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Energy Immunity (Ex): The drake gains immunity to one energy type. To select energy immunity, the drake must have the energy resistance power and its charge must be at least 19th level.


Energy Resistance (Ex): The drake gains resistance 10 to one energy type. To select energy resistance, the drake’s charge must be at least 11th level. This power can be selected more than once, each time gaining resistance to a different energy type.


Etheric Shift (Ex): The drake can become ethereal (as the etherealness spell) once every 3 rounds as a swift action. The drake can activate this effect as a free action whenever it uses its speed surge ability, regardless of the number of rounds since the last time it used etheric shift. Once this ability is activated, the drake remains ethereal for 1 round. To select etheric shift, the drake must have the aether subtype and the aetheric bite and speed surge powers, and its charge must be at least 11th level.


Fast Healing (Su): The drake gains fast healing 2. To select fast healing, the drake’s charge must be at least 11th level.


Fogvision (Ex): The drake can see normally through any form of natural or magical mist, fog, or precipitation. To select fogvision, the drake must have the air subtype.


Forceful Bite (Su): The drake’s bite attack deals +1d6 force damage. On any rounds it is unable to use its breath, the drake’s bite attack also deals 1d6 bleed damage. To select forceful bite, the drake must have the breath weapon, improved breath weapon, and greater breath weapon powers and its charge must be at least 11th level.


Greensight (Su): The drake can see through thick plant matter as though it were transparent, in a 60-ft. range. Greenery, leaves, undergrowth, and vines offer no concealment to the drake’s sight, though solid wood still blocks its line of sight.


Hold Breath (Ex): The drake can hold its breath for a number of minutes equal to 6 × its Constitution score before it risks drowning. To select hold breath, the drake must have either the burrow and improved burrow or the swim and improved swim powers.


Icewalking (Ex): This ability works like spider climb, but the surfaces the drake climbs must be icy. The drake can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice. To select icewalking, the drake must have the cold subtype.


Lifesense (Su): The drake can notice and locate living creatures within 60 feet, as if it had blindsight.


Link (Su): The drake gains a telepathic link with its charge. So long as the drake is on the same plane as its charge, it may communicate with that creature over any distance.


Magic Item Slot (Su): The drake can be convinced to wear one particular magic item, like a magic barding or boots, as long as the item is beautiful and made of precious materials (worth more than 50,000 gp). If this power is selected twice, the drake will consent to wear any type of magic item, as long as it is made and adorned especially for its use; such an item costs double of its listed price.

domenica 15 marzo 2026

New Drake Powers, Part 1

Drake companions are a great addendum to the adventuring world, but many gamers complain that the drake-riding character archetypes give up too much and a drake companion is too weak. This series of new powers taken from existing drake stats tries to solve the problem at least a bit.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


New Drake Powers


Ability Score Increase (Ex): The drake adds 1 to one of its ability scores. This power can be selected more than once.


Accursed Breath (Su): As a standard action, the drake can spit a compressed ball of jet-black dust that bursts into a spray of clinging motes that sap the spiritual strength of creatures in an area. It functions as the breath weapon power and can be improved with the improved breath weapon and greater breath weapon powers, but deals negative energy damage (Will save for half damage) to all creatures in its radius. Affected creatures take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for 1d4 rounds (or for 1 round on a successful Will save). As long as these motes cling to a creature, the effect of any conjuration (healing) effect used on that creature is halved. This is a curse effect. The save DC is Constitution-based. To select accursed breath, the drake must not have the breath weapon power.


Amphibious (Ex): The drake gains the amphibious universal monster ability. To select amphibious, the drake must have the water subtype and the swim and improved swim powers.


Camouflage (Su): The drake’s coloration and shape lend to its stealth. For 10 rounds/day, the drake can shift its coloration, gaining the benefit of 20% concealment. These rounds need not be consecutive.


Capsize (Ex): The drake can attempt to capsize a boat or ship of its size or smaller by ramming it as a charge attack and making a combat maneuver check. The DC of this check is 25 or the result of the boat captain’s Profession (sailor) check, whichever is higher. To select capsize, the drake must have the water subtype and the swim and improved swim powers, and its charge must be at least 11th level.


Carrying Capacity (Ex): The drake’s carrying capacity is 6 times greater. To select carrying capacity, the drake’s size must be at least Large.


Claws (Ex): The drake gains two claw attacks that deal damage according to its size.


Climb (Ex): The drake gains a climb speed of 20 feet.


Corruption Immunity (Ex): The drake becomes immune to disease and poison.


Damage Resistance: The drake gains DR 10/magic. To select damage resistance, the drake’s charge must be at least 15th level.


Elemental Blood (Ex): A creature that makes a successful attack with a slashing or piercing weapon (including natural weapons) against the drake must succeed on a Reflex save (DC = 10 + ½ the drake’s HD + its Constitution modifier) or take 1d3 points of damage of the drake’s energy type from the splashing blood.

sabato 14 marzo 2026

Magic Tricks For Aardvark Press Is Out!

Hi all! I am busy as always with new issues of the Library, but when friends wish to work with me, I don’t say no!
Welcome to this new book, Magic Tricks! Originally appearing in two softcover Pathfinder First Edition books, Magic Trick is a feat that allows spellcasters to use a single spell in new ways, as long as prerequisites are met.
 
In those two books, each introduced Magic Trick for use with the following eight spells: daylightfireball, floating diskmage handobscuring mistprestidigitationshield, and unseen servant. This book reprints those for the reader’s convenience, and introduces twenty more, for the following spells: burning handscontrol waterglitterdustlightning boltmagic missilepillar of lifeAPGplant growthrainbow patternresplendent mansionUIscintillating patternscrivener’s chantSOSspell turningsummon instrumentsunbeamtelekinetic spheretime stopwall of icewall of iron, and wall of stone.
 
Each Magic Trick feat includes some lore, which might inspire GMs and/or players with campaigns or characters. The tricks themselves may inspire gameplay in new ways, or inspire players with ideas for new characters.
 
This content might be perfect for your campaigns!

And tomorrow, there will be a little piece of exclusive content to celebrate on my Patreon page. Look forward for it!

mercoledì 11 marzo 2026

Conversion Series: Magic Items 5 By Aardvark Press

Today I advertise a new book by my friend Julian Neale of Aardvark Press. You can find the book on Drivethru.

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!

Conversion Series: Magic Items 5

Presented here are many new magic items, converted from (or inspired by) the Pathfinder Second Edition adventure books (mostly #186-189 and 191-195), as well as a few other sources. They include new specific types of shield, new specific weapons, two new types of talismans, new wondrous items, and much more!

There is also a new type of magic item in this book, the campsite meal, which were created for two popular computer roleplaying games (Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous) using the Pathfinder First Edition ruleset, and which were included in a Pathfinder Second Edition book. Additionally, dozens of magic tattoos have been converted as well! For ease of reading and use, both sets of items are grouped together in their own section within this book, after the wondrous items.

Many of these magic items might be perfect for your campaigns!

Where needed, 7 spells have been reprinted, with one each from Conversion Series: Spells 1 and 3, one from the upcoming Conversion Series: Spells 4, and four from the upcoming Conversion Series: Spells 5.